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Rockers Games
Australia
เข้าร่วมเมื่อ 23 พ.ย. 2021
ROCKERS game development channel - Dev Quest series, dev live streams
Stay a while and listen
Stay a while and listen
EP 8 - MAKING A BASIC GAME ENGINE
After completing my first two games, I'm starting the journey of making a third game with everything I've learned so far. I've come a long way and still have so far to go, so let's enjoy the journey together.
DISCORD 💬 discord.gg/guSTzWXjU7
ITCH 💾 rockers-games.itch.io/
X ✖️ x.com/mikeyrockers
#indiedev #indiegamedev #devlog
DISCORD 💬 discord.gg/guSTzWXjU7
ITCH 💾 rockers-games.itch.io/
X ✖️ x.com/mikeyrockers
#indiedev #indiegamedev #devlog
มุมมอง: 2 227
วีดีโอ
EP 6 - PROTOTYPING 1 GAME IN 3 ENGINES
มุมมอง 6K2 หลายเดือนก่อน
EP 6 - PROTOTYPING 1 GAME IN 3 ENGINES
EP 2 - MAKING A GAME PROTOTYPE IN 7 DAYS
มุมมอง 5156 หลายเดือนก่อน
EP 2 - MAKING A GAME PROTOTYPE IN 7 DAYS
EP 1 - MAKING A GAME PROTOTYPE IN 14 DAYS
มุมมอง 9606 หลายเดือนก่อน
EP 1 - MAKING A GAME PROTOTYPE IN 14 DAYS
I love these videos! You are doing a great job, and the quality of these videos are amazing.
I’m on the C++ team (as someone who released two commercial games made in Godot)
To make the game in C++ or to use C++ with Godot?
Thank you so much for this amazing video! Could you help me with something unrelated: I have a SafePal wallet with USDT, and I have the seed phrase. (alarm fetch churn bridge exercise tape speak race clerk couch crater letter). What's the best way to send them to Binance?
ooh can't wait to see what train game is about it looked very interesting. Also, the progress on space game is fun to see, I can't wait to see how it ends up! :D
using a framework? pfft thats cheating, a real man would mine some stone, smash it to tiny pieces then start to teach it how to think. im kidding ofc. just use an engine!
In the next episode I mine some stone... ⛏
You learned coding with what background and in what time?
My background is video production/vfx.. this game took 15 months to make... Still learning every day about coding
I saw the first 3 seconds of the video and I can’t control myself from hitting that subscribe button. Edit: probably because I had a similar game idea a couple of months ago.
this video is very nicely edited and I am fascinated with making my own game engine now after watching this
Thanks! Good luck and beware the murky depths of game engines...
@@rockersgamestudio will keep in mind
good luck mate ^^
Very cool ! Can't wait for the next video ! I'm doing the same thing as you but with OpenGL since I want the lowest-level access possible to the graphics pipeline. Nice to see you've added a bit more technical details this time ! Awesome editing by the way, though i wouldn't mind longer videos 😊
Awesome I hope it goes well! That could be the next adventure - learning a graphics API... There was a lot of technical stuff I skipped over to not make the video too boring to non-programmers. Maybe there needs to be some vids dedicated more to the details 🤔
@rockersgamestudio That would be very cool ! And from what I experienced so far, being able to have complete control over how pixels and vertices are rendered is very fun, and not so far from using a lib that abstract this part for you. And as for the technical content, I feel like your audience is already very much composed of programmers or people who are interested in the field ! Anyway thanks for your reply ! I'll be keeping a close eye on your next videos !
this video is pretty cool ᶜᵒᵒˡ ᶜᵒᵒˡ ᶜᵒᵒˡ
Thanks thanks thanks thanks
Great video! So far loving the series ♥ P.S: 4:00 What is that shader graph editor called?
It's a procedural art tool called Pixel Composer!
I recognize your drive to learn stuff, but every time you show something you couldn't do in Godot, it's not that you absolutely can't make it work. You just didn't do enough research. There's nothing you did so far that was so advanced that Godot or unity or anything couldn't do it. But, yet again, good videos, good journey. It's just not the tool that failed.
In Episode 6 I did manage to figure out most of this stuff in Godot (and Unity and Unreal) The goal of this particular project was to create something with more Basic tools - so it makes sense that my systems were less advanced.. And to play devil's advocate - in my testing I couldn't calculate and render (anywhere near) 1500 pairs of trails in Godot at 60fps... 🫣 P.S. I like Godot and think it's a fantastic piece of software
I was sure bloom is just some fuzziness and overboard brightness.
I wish! 😫
Whooooo? Love it fine sir! I don't know what you're talking about most of the time but everything looks so cool.😎 And isn't that the real reason we watch these videos?
The answer... is no
I absolutely adore the way you edit your videos, the attention to detail is amazing. Also, your game is looking great, watching what you've achieved has given me the motivation I needed to try making something similar myself! Thank you!!!
Thank you so much! It makes all the work worthwhile - good luck on your quest!
How do you do the trails out of curiosity?
Trails are pretty basic 😅 - they are an array of points that get created/killed on a clock, then I'm just using raylib drawline between one point and the next. The color gradient and alpha values are pre calculated
You are awesome man!
You're breathtaking!
*when you first discover the echo function in your sound editor* Cool video though. My personal instinct for 2D games is to use a pre-made 2D scripted "game engine" like Love2D - For 2D games most scripting languages have more than enough performance, and non-typed scripting languages are so much quicker for game development IMHO :P
Quickness of development was never the goal!
Really cool!
wait wait wait. You are the one that made the train game for the game jam? Yoooow. That game is easily one of the best game jam games I have ever played. Awesome stuff.
Awww thanks 🥲! Yeah Daisy Trains - did you enter the jam?
insane, how did ya make debugging tools
Wow
Wait wait.... He just cooked 🗣️🔥🔥🔥
You are incredible in art, polishing and editing wow ❤️
At 2:06 what... is that input system... Couldnt you do like vector dir = x*right + y*up Or it's bc there is no "GetAxis" ? But if so then ur not using unity ?
That function on screen is just getting the direction based on the key pressed (returns bool and UP, DOWN, LEFT, RIGHT, DIAGONAL) The variables MoveUp || MoveAltUp is so I can map more than one key to up (like W and UP Arrow) and change them in editor Then called: var direction = (0,0) if (GetKeyBoardDirection(out direction) // Move the player the direction pressed
Evening lad. Train looking good. Magenta madness.
Alright alright alright!
Whats the music tool? Ima wait for devlog for this game ;)
winamp??
@@rockersgamestudio Yup, thanks
Good morning. I just stumbled on to your channel in the last hour. Firstly, thanks for going to the trouble of uploading this video. Secondly, thanks for making it so interesting, especially at the bits that didn't go to plan. The best way to learn something is to make mistakes first. That way you are more likely to remember. Looking forward to the next part.
Thank you! Sometimes the only way to be good at something is to be bad at if first 😅
interesting going from odin to c++. i've forgotten c++, so i may try zig (until jai comes out), or see the limits of haxe's garbage collector. ;)
What keyboard triggers? Sounds great!
Epomaker Budgerigar!
yeahhhhhh!!! super inspirational <3. i got this same feeling a week ago when trying dragonruby (like love2d in mruby). though not a low-level language, it's such a joy to have a program starting with a single tick() function and building up from there. no ECS, no frameworks, no game programming patterns, no billions of classes, just some help to input and output. it's just so... *natural*, to build the programming systems *as* the game builds up, *as needed*. *no more, no less.* i'll def try raylib next though, because i LOVE drawing apis, all the way back to flash drawing apis! unfortunately, so many engines fail to do such a simple thing so well. congrats on such progress!! two weeks is nothing for the real programming experience that comes from this method.
80,000 @ 60fps entities.... that's a gooooooood engine!!
oooof, this video aptly describes the tough feeling of making games in general game engines, as opposed to making your own engine specific to your own game, especially for simple cases like this. can't wait to watch the video with raylib. and congrats on finding freeeeeedom. :)
Well that's a well edited, interesting video ! Please continue like this, and don't fear to be a little more technical, it's always nice to have the full explanation of what you're doing and how, like sebastian Lague who I think you mentionned in one of your videos (sry, i'm not sure, i just watched them all)
Beautiful episode, thank you for sharing insights and pitfalls, this is inspiring. People should know that if they struggle it’s not because they are dumb, it’s because making a game is really hard.
Thanks! Indeed, I go through many points where it seems too hard and I feel like giving up. That's usually a good time to take a break for a while and let the brain percolate on the problem!
@@rockersgamestudio Absolutely, breaks are very important. Usually I can’t understand/solve a complex problem that I encounter for the first time. But after a couple of tries during a couple of days the problem becomes much easier.
lol im in the same boat, took me a week to just get a project build workflow setup. But im enjoying C a lot. I recommend everyone try it out. Teaches u a TON
yeah - there's so much to learn even before writing any code. +1 for trying out lower level languages!
Thanks for sharing my dude, I just bought Pixel Composer - I had no idea it existed!
Just from the thumbnail I recognise you're going to do a lot of physics check optimisation that doesn't come with any modern or open game engines.
I think under the hood all the big engines have fancy systems for collision checks - they must right!?
@rockersgamestudio it seems that all rest for Godot and unity they do the minimum to make several hundred enemies navigate with physics in 2D on Lower end devices. Maybe my game could be less intense if I got rid of the hitbox an hurtbox areas but it's not going to be much faster than lowering the physics call frequency. There is a level of optimisation that's too much for most games. I have seen some tests of algos that can handle 10ks or 100ks of physics bodies in one scene in real time on modern HW,
I feel your pain. But it worth thinking. One thing I been ponder. Did you asked for help on the forums? Self learning is okay but need to talk to other devs people. But still cool to develop space ship. I been trying to but it stop me a lot. I did notice you didn't use debug tools for A.I pathing. There should be some tool for those game engine.
This idea would be cool as a 1v1 game where one player is the nature wizard and the other is a corruption demon (with their own version of the trees and streams), both trying to take over the map
I like this idea!
Love the editing and content. Can't wait for the next one :)
Damn! It looks super cool 8:09
top notch game dev video, love how you play with the visuals. keep going mate
This channel is insanely underrated. This will have so many views in a bit, only 6k now
im learning unity too. you should try Debug.Log("what up" ); statements. this helps a lot to see if things are doing what you think they should be doing. also looking in the inspector window. I would 10000% rather be doing some code. but it looks like your art work is light years ahead of anything i can do.
What an incredible video! I hope i get to see more of the project T.T!
yeah odin mentioned, try to use neovim btw
I don't know what any of that means